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NPC Demand System

The NPC demand engine is the core of Tradorn's economy. Every 45 seconds, it runs through a series of calculations to determine who buys what, from which shop, and at what volume. Here is how it works under the hood.

Step 1: Population Distribution

The total NPC population (10,000 + 500 per active player) is split across regions by their population share. For example, with 20 active players:

  • Total NPCs: 10,000 + (500 x 20) = 20,000
  • North Harbor (14%): 2,800 NPCs
  • Central Plaza (18%): 3,600 NPCs
  • Riverside (3%): 600 NPCs

Step 2: Category Consumption

Each NPC consumes products based on category rates:

CategoryRate per NPC per HourPer Cycle (45s)
Food0.15~0.001875
Clothing0.06~0.000750
Technology0.03~0.000375
Luxury0.01~0.000125

Multiply the regional NPC count by the per-cycle rate to get the raw demand for each category in each region. In North Harbor with 2,800 NPCs, food demand per cycle is roughly 5.25 units.

Step 3: Price Elasticity

NPCs are price-sensitive. The demand engine applies a price elasticity factor:

  • At or below base price: Full demand — NPCs buy eagerly
  • 10-30% above base: Slight demand reduction — most NPCs still buy
  • 30-60% above base: Noticeable demand drop — only some NPCs are willing to pay
  • 60%+ above base: Severe demand penalty — very few NPCs purchase

The key takeaway: moderate markups are sustainable, but extreme pricing kills demand. Find the sweet spot where margin and volume multiply to maximum revenue.

Step 4: Appeal Scoring

When multiple shops compete for the same demand, the engine calculates an appeal score for each shop based on:

  • Price competitiveness — Lower relative price increases appeal
  • Product quality tier — Premium > Standard > Cheap in appeal
  • Shop reputation — Higher reputation means NPCs trust and prefer your shop

The demand is then distributed among competing shops in proportion to their appeal scores. A shop with twice the appeal of its competitor gets roughly twice the customers.

Step 5: Market Coverage Caps

After appeal-based distribution, the engine enforces caps:

  • No single shop captures more than 40% of category demand in a region
  • No single player captures more than 85% total

Excess demand spills over to other shops or goes unfulfilled if no alternatives exist.

Practical Implications

  • Monopolies are impossible — the 40% cap ensures competition always matters
  • Quality matters — Premium products give a genuine mechanical advantage in appeal scoring
  • Reputation compounds — Established shops consistently outperform new ones at identical prices
  • Region choice matters — A shop in a high-population region with modest appeal can outsell a shop with perfect appeal in a low-population region

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